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NotAGoodName

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Everything posted by NotAGoodName

  1. Need CVS sprites *edit* Note to author's. Making the two lightest colors the same is a bad idea.
  2. Another decent CVS-ish KOF character with another crap palette.
  3. Winmugen characters work in Mugen 1.0. Heck, we have Mugen 1.1 now.
  4. NotAGoodName

    Yamato

    The sprites are sized for analog scaling just like CPS systems. So your 1:1 theory is literally wrong. Once again, 16:9 didn't exist in 199x. This has nothing to do with chibis.
  5. NotAGoodName

    Yamato

    Needs to be programmed for xscale = .8333. Same as CPS sprites.
  6. Seriously? I'm not coming to your house to fix this. Per your error report, you've put the stage in stages/MOTVN/ and it's more than likely still set to be in "stages/". So then, in the DEF for the stage, where it says "spr = stages/THUD_RUMBLE.sff" you need to change it to "spr = stages/MOTVN/THUD_RUMBLE.sff". Yes, you actually have to set paths correctly. Mugen isn't going to guess for you.
  7. Anything can be fixed with enough effort. Of course, it becomes a problem when Mugen doesn't give you any more to work with than this error. So anyways, I found, downloaded, and tested this stage. It works just fine. I notice you've moved it to directory that isn't just stages. You probably forgot to modify the paths in the DEF accordingly. http://www.4shared.com/file/MfV3Zbxw
  8. It's always funny to run these sorts of emulated environments. I wonder if I could run Bochs for PS2 in a PS2 emulator. That would be hardcore.
  9. I've never tried this, but whatever. It's better to blind guess a fix than just say "lol, don't use 1.1". I'll assume you're using Fighter Factory 3, because you'd pretty much have to be. STEP 1) If it isn't already, make the sprites for your character use palette 1,1. It should already be doing so, but 0,0 also works, so that could cause a problem. If the character doesnt already contain a palette 1,1 you'll have to add it. So add the default palette and call it 1,1. (Palettes -> Add) Then, go to the advanced palette editor, change the first sprite (such as 0,0) to palette 1,1 and hit apply to current sprite. If/When it asks about which palette to use, go ahead and specify 1,1. Or, if you're feeling lucky, hit ignore. If you had to perform the above, then use "Palettes -> Apply to Sprites" (or apply to groups) to make sure that every sprite is using the correct palette. BE CAREFUL STEP 2) Add the rest of the character's palettes to the SFF. So yeah, now you're going to add every other palette into the SFF with "Palettes -> Add". So the second palette is 1,2 and so on all the way to 1,12 if you want. Actually, you can add however many you want, but you'll need that dumb palette selector code to use anything over 12. STEP 3) Make sure you're not missing the patently obvious. Make sure your DEF has "pal.defaults = 1,2,3,4,5,6,7,8,9,10,11,12" and your [palette keymap] is set up how you want.
  10. run msconfig -> go to start up tab -> find things that you don't want running -> disable them RE: Smartphones Yes, they are the whore of babylon. If you (the proverbial you, not anyone in particular) actually used a PC for anything useful, you'd NEVER pay more than $200 for one of those smudge-o-trons. Compared to even the shittiest sub-$300 netbook, they're useless. Oh boy, it has copy and paste and multitasking! (Windows 3.x says hi.) It can run Doom! (So can the newest TI calculator.) It can emulate a Playstation 1! (Bleem! was released in 1999.) You can even do real work on it! (If you hate being productive.) Good thing that aircard plans are so unjustly expensive. Wouldn't want people to have mobile access to multiple email accounts or pausing Mugen to make a telephone call during a lunch break. RE: Esnips I never had a problem until the links stopped working. That was annoying.
  11. Make sure the CMD part is above the section for hard punch (or whatever basic Y attack is).
  12. This vastly exceeds my expectations. It's actually the right scale and everything. Don't think twice about getting it, just do it.
  13. It's because the CMDs for the AI have incorrect triggers. If you can decipher how the AI works, you can add triggerall = alive and that will fix it. This is a pathetically common problem.
  14. In a hitdef, when you see "damage = 80,0" or whatever, the second number (0) is blocking damage.
  15. I'd make myself a shitty KOF character. Like Shingo, but slower and more grabby.
  16. Whatever state he is in to start round 2 is passing ctrl to state 0. You need to disable that function (or add appropriate triggers). This is a pretty common problem with Power Instinct characters because if they start the round with a new stock, they'll do their power up animation (ctrl = 0) and then pass ctrl back to state 0 which is incorrect if the match hasn't started yet. Adding to the conundrum is that you can't actually detect if the the match should have started. It's quite a problem.
  17. He's from this shitty interactive movie game thing. You play as the Cyborg and take pictures of special moves during the movie. Then at the end, you use your handiwork to go defeat Ryu. The better you are paying attention and taking pictures at the right time, the more powered up the Cyborg will be in the battle. Supposedly, he's like a spriteswap of Ken. I never played the game, so I can't confirm or deny any likeness.
  18. Heck yes. More shitty classic characters. This pleases me greatly.
  19. I expected some silly Zangief thing, but this looks good if you're into Pokemon as fighting game characters. Oops.
  20. A good competent character. Probably the only one of these assist characters that isn't crap. The sprite work seems to be fairly consistent with Capcom's dumb analog scaling...which is good, I guess. I APPROVE (not that my opinion holds any particular value)
  21. [Preview] You know what mugen looks like. Now imagine it with 8 characters on screen. [Download] Normal 3v3 and 4v4 3v3 and 4v4 with 357 mod [Comment] Merry Christmas. I know it's late, but I only bothered because the 7660D can't run Mugen 1.1a4 for some stupid reason. : This is for the version formerly known as beta 1 patch 1. It fixes a glitch that effected Shinjuro Gouketsuji and probably no other characters because no one in their right mind uses CNS coding for transparency. The glitch shouldn't even have occured, but Elecbyte felt the need to deprecate more stuff. Well met! *edit* Whoops! Added 357 modded versions. If you don't know, that means I've set ctrl+2,3,4 to enable the AI for players 3,5,7. Thus, you can play arcade and survival with all characters on screen. This has to be done because the cool debug binds were removed from the alpha.
  22. The bars and background stuff being off with localcoord is just one of those things that tends to happen. I'm of the mindset that I prefer my characters to look the same scale. Issues like powerbars and such don't bother me. I'll remove them if I really have to. I even fix xscale on CPS sprite characters without repairing the consequences! What an evil person I am! All of my SF3 characters are ruined with their standardized height and correct width! So much inaccuracy. The only real fix is to program the characters to allow any CNS scale. Descolor seems to do this with his characters, but I'm sure it's an absolute pain to remember everything. Every scale and velocity has to be multiplied by const(data.size.xscale) or yscale. In your case, since you programmed the character for its current scaling (which is absolutely fine), you would have to refigure the true values for everything. So yeah. Don't worry about it. Leave the worrying to dumb dumbs like me.
  23. I was just going by what screenshots of SF4 I could find. According to what I saw, he's the same height as Ryu, so 10% smaller = CVS2 Ryu. He's still ridiculously bulky and awesome. Although my JakeSF1989 can defeat him.
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